

How Much Collisions Do You Want?
#1
Posted 07 June 2013 - 03:26 AM
It'll be interesting to see how often mechs actually come to a stop due to terrain collision and how often they fall down. For example, if a mech runs straight into a truck that is too tall to step over, the mech should fall down, IMO. But if mechs keep falling down or coming to a stop, then brawling is going to look like a bar fight on St. Patricks day, with half the players flopping on the ground while snipers and LRM boats are blasting them from a distance.
I'd personally like to see as realistic collisions as possible, and I'd like to see mechs fall down if they run at full speed into a wall. But I have a sneaking suspicion that a lot of players will find it less fun than the current Quake-mode.
#2
Posted 07 June 2013 - 03:34 AM
Running onto hills should slow you down as long as it is a slope, and not vertical. I would think that a mech could run through a truck without getting knocked over, maybe slowed down.
Edit:Clarity.
Edited by Brilig, 07 June 2013 - 03:37 AM.
#3
Posted 07 June 2013 - 03:43 AM
#4
Posted 07 June 2013 - 03:44 AM
Alistair Winter, on 07 June 2013 - 03:26 AM, said:
Ah, to be in closed beta again...
#5
Posted 07 June 2013 - 03:49 AM
depends on the size of the mech. I agree. what we had before was really garbage..
Its 15 years or so since mw4.. How about something that at least tries to emulate a gyro?
tbh, everyone talks about just how great the mech animations are...
They are ok... and ok only.. Yes , the models are great, but once again,, the cockpits? not so much..
Hell riding in my treb last night, and let me tell you, theres nothing great about that experience... Another vanilla cockpit in conjunction with a glidy animation that imparts exactly zero feeling of being in a 40 or 5o ton mech.
yes devs, i play everyday.. because i LOVE the base mechanics of mechwarrior combat.. But if i was actually evaluating the game report card style its practically a failure.
So much wasted potential that i fear will never be implemented.
#6
Posted 07 June 2013 - 04:19 AM
#7
Posted 07 June 2013 - 04:25 AM
#9
Posted 07 June 2013 - 04:29 AM
Edited by Tennex, 07 June 2013 - 06:36 AM.
#10
Posted 07 June 2013 - 04:34 AM
Advanced Gyro--with 50% less chance of getting knocked down.
Wait, they already had something similar in MW4.
#11
Posted 07 June 2013 - 04:55 AM
#12
Posted 07 June 2013 - 04:57 AM
Brilig, on 07 June 2013 - 03:34 AM, said:
Which also ties nicely into my wish to have a throttle stop at "walking speed" (67% max speed), requiring a release/re-push to go faster/slower than that.
Edit: I went ahead and told the devs about my wish in a Feature Suggestion, feel free to vote in the poll or comment on the idea.
Edited by stjobe, 07 June 2013 - 05:09 AM.
#13
Posted 07 June 2013 - 05:01 AM
Alistair Winter, on 07 June 2013 - 03:26 AM, said:
It'll be interesting to see how often mechs actually come to a stop due to terrain collision and how often they fall down. For example, if a mech runs straight into a truck that is too tall to step over, the mech should fall down, IMO. But if mechs keep falling down or coming to a stop, then brawling is going to look like a bar fight on St. Patricks day, with half the players flopping on the ground while snipers and LRM boats are blasting them from a distance.
I'd personally like to see as realistic collisions as possible, and I'd like to see mechs fall down if they run at full speed into a wall. But I have a sneaking suspicion that a lot of players will find it less fun than the current Quake-mode.
I think the game will be much more fun if they just don't ever bring knockdowns back. Just have the throttle set to 0 with any substantial collision (terrain or mechs) and apply damage appropriate to the relative speed of the collision.
#14
Posted 07 June 2013 - 05:01 AM
#15
Posted 07 June 2013 - 05:08 AM
Also: DFAs.
#16
Posted 07 June 2013 - 05:14 AM
Knockdowns I want to see very little. They are most likely to end up breaking the game, especially if they allow a "knock-down-lock" scenario.
#17
Posted 07 June 2013 - 05:20 AM
No matter.
Movement speed should be affected by a slope with speed reduced in both directions.
Hitting any large obstacle at more than 50% of the max speed should cause damage, the damage would increase with the speed.
Mechs with engine larger than stock should receive extra damage from collisions and colliding at speed larger than stock (+ some extra %) should cause a knockdown. After all if the mech is running at speed higher that its frame was designed for, it deserves some kind of increased vulnerability.
Hitting another mech should do enough damage with respect to their relative tonnage and speed (it's not a rocket science...). Both friendly and enemy collisions should be active.
The end game result screen should display amount of collision damage caused to enemies and friendlies. Friendly damage should be treated as team damage.
Any collision should be treated like a force impact and cause cockpit shake, disrupting aiming and knocking off current convergence.
Dragon and Highlander should have bonus resistance against collisions :evil:
Edited by Kitane, 07 June 2013 - 05:22 AM.
#18
Posted 07 June 2013 - 05:27 AM
Kitane, on 07 June 2013 - 05:20 AM, said:
It was game breaking if you were a light pilot like me. It was a rare occasion to survive getting knocked down, and the knock-down troll builds (it wasn't limited to the Dragon, but it was the best at it) were out-and-out griefing.
It's an important rule of thumb for games in general, and especially important for PvP games: Taking control away from the player is a bad thing.
And knockdowns took control away for 2-5 seconds, during which the only thing you could do was watch your 'mech getting destroyed.
It was a horrible, horrible implementation.
Edited by stjobe, 07 June 2013 - 05:28 AM.
#19
Posted 07 June 2013 - 05:30 AM
I would also like the view to remain in the cockpit during any knockdown, the 3rd person view shift when getting knocked down was a bit too arcade-y for me.
#20
Posted 07 June 2013 - 05:31 AM
stjobe, on 07 June 2013 - 05:27 AM, said:
It's an important rule of thumb for games in general, and especially important for PvP games: Taking control away from the player is a bad thing.
And knockdowns took control away for 2-5 seconds, during which the only thing you could do was watch your 'mech getting destroyed.
It was a horrible, horrible implementation.
Learn to play, dude. The knockdowns will just punish the light mech pilots who don't have any skills. Those light and medium mechs need a nerf anyway. It's not easy being a heavy or assault mech pilot these days.

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